2 button metroidvania by JaJ
This is an experiment to see if a metroidvania with two button controls is possible (answer, yes!)
It is more a demonstration than an actual game, as I didn't have a lot of time this weekend, and could only spend about 8 hours on it.
By the way, in true metroidvania style there IS a secret ending!
Controls:
A does various things, mainly jumping
S does various things, mainly shooting
IMPORTANT: If you have a lot of trouble getting to the checkpoint with the ^^AS mark, that's because you're not supposed to get on there before you get the required powerup! ("Jumpshot")
The web version may lag as I didn't make the game with web version in mind.
To start, first click inside the window, then press any button to make the hero start walking.
It is more a demonstration than an actual game, as I didn't have a lot of time this weekend, and could only spend about 8 hours on it.
By the way, in true metroidvania style there IS a secret ending!
Controls:
A does various things, mainly jumping
S does various things, mainly shooting
IMPORTANT: If you have a lot of trouble getting to the checkpoint with the ^^AS mark, that's because you're not supposed to get on there before you get the required powerup! ("Jumpshot")
The web version may lag as I didn't make the game with web version in mind.
To start, first click inside the window, then press any button to make the hero start walking.
Ratings
| Coolness | 24% | 2115 |
| Overall | 3.85 | 90 |
| Audio | 3.42 | 163 |
| Fun | 3.62 | 167 |
| Graphics | 3.87 | 140 |
| Humor | 2.37 | 476 |
| Innovation | 3.93 | 72 |
| Mood | 3.46 | 181 |
| Theme | 4.24 | 76 |
I like how you put everything a medroidvania needs into a such simple game.
And I found the secret ending.
@tgrehawi *SPOILER* You need to find a new skill first *SPOILER*
:D
Great!
Overall very solid, and the fact you made this in 8 hours is all the more amazing. Good luck, very well done!
I didn't understand how I had to push the button. I tried A then S, but not working. Can you explain? I will rate this entry when I will be able to retry with the solution x) Great use of the theme! Really!
Well done.
Awesome graphics: Check!
Awesome soundtrack: Check!
Awesome gameplay: Check!
Also found the secret ending.. :) (but was stuck for roughly 5 minutes trying to figure out how to double jump without having necessary skill unlocked..:/)
Quite infuriating, but eventually I found both endings. Oooof.
Looks very pretty and sound and visuals fit together very nicely.
I liked it! (My left wrist hurts now).
The controls were a bit infuriating but after a while i could navigate with more ease. Though it never became intuitive.
The art did a good job supporting the minimal gameplay as well as the audio! Cool tune!
I wasn't expecting to see a two-button metroidvania game... kudos for being able to do it!
I really liked the limited and bluish color palette! The audio was also really fitting for the game.
Great job! :)
To help you work on this more, maybe, here's my two main gripes regarding the gameplay:
1) The reaction times required are occasionally a bit overwhelming. It sorta feels like playing a debug fast-forward mode that you got used to during development, and which you never slowed back down for the poor players who are just taking their first look.
2) The skills aren't really explored to their fullest extent. I guess this is one of those things that feel "off" to me about many modern Metroidvanias. You only get skills to reach the next area - as a new key to a lock - not as a new degree of freedom that allows your character to explore more. This can sort of be excused considering it's made in a weekend, but I'd like to see you play around with non-linearity more after the compo.
Also, the audio does get on your nerves after a bit. Actually it seems out-of-place right from the start, mood-wise. It's just there doing its thing but not really complementing the gameplay.
Both before and after finally reaching it.
My verdict: it does absolutely not work.
I only used a wall jump and turning mid air.
And because it seemed like I had to somewhat time my descent into the enemy pits following, I had to double tap turn a lot afterwards. And whenever I once again died down there I re spawned but was still turning half of the time thus falling off to the left again ... (and seemingly no way to kill myself to quickly re spawn up top)
Now that I think about it I should have probably gone back with the wall jump, but at the time it felt like there was only going forward.
I may give this another try, but even till that point it wasn't very fun with a double tap turn. I'd much prefer button hold/release combinations, but maybe these are taken for upgrades further down the road.
Really with those button restrictions and auto movement it's more like a tangled up runner than a Metroidvania. Doesn't work for me.
By the way, is the rapid fire S+A intentional? I cannot remember getting an upgrade for that (without the jump shot I kind of thought I need this to get through the enemy crowded pits by using my amazing ability to "fall" in at the right moment).
The level design wasn't horrible except for that second enemy pit after getting autofire. I died 4 times before I even killed a single enemy. It also needs better indication that you need to explore at the ^^AS mark. Maybe just removing the mark altogether would do.
The Secret ending was cool, though if you had more time I feel like this is where you would've put a more difficult challenge.
Personally, I'm not that happy with level design from the first checkpoint onwards at all. There are so many cool things I could have done, but that's where the lack of time became an issue. I don't hate what it is now (I really think it's just a demonstration of possibilities), but it could have been really good, I think.
On the turning. I'm aware it's not the most intuitive solution, but level design itself was never supposed to revolve around it much. It was always intended as a recovery mechanic when you mess up. The true "turning" mechanic was always supposed to be walljumps.
Truly it would've been a lot better if you spend more time on level design. For example I really thought the pit you learn falling in was too wide to use the wall jump - if it had some visual cues on the walls matching the pit you get the wall jump in that may have reminded me to back track with it instead of pushing onwards.
If you ever played King of Thieves, this has that kind of feel to it, except I can time KOT with one touch, and this is a sequence of button hits... When I fail I feel like I'm unlucky rather than unskillful.
Cool exercise though :)
And wow, 8 hours, a mighty good job for such amount of time!
The world design is pretty great. Unfortunately, the controls made it too hard for me. Still, very good-looking game with a cool concept.
Really hard to master the controls.
Jesus Christ, this is awesome! And it only took you about 8 hours to make?! That's just some mad science!
Controls are very slick, the worked exceptionally well with the given theme. The graphics and music just set the mood right, so if you plan to polish this further, a perfect base is given.
Finished the normal way, and found the secret ending too.
I'm speechless mate, nice job! Hope to see more of your magic!
P.s.: I haven't experienced lag, or any other anomalies.